precision mediump float;
uniform sampler2D uTexture;
varying vec2 vUv;

// 随机
float random (vec2 st) {
    return fract(sin(dot(st.xy,vec2(12.9898,78.233)))*43758.5453123);
}
void main(){
    vec4 textureColor = texture2D(uTexture,vUv);
    gl_FragColor = textureColor;
//    gl_FragColor = vec4(random(vUv),random(vUv),random(vUv),1.0);
}
